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snes: work on enemies some more
in theory now we are selecting one of 8 types
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@ -478,29 +478,6 @@ new_level:
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stz ENEMIES_SPAWNED
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stz ENEMY_TYPE
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;=======================
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; Print "LEVEL X"
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;=======================
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; jsr set_page0_text
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; jsr HOME
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;===================
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; set level to level
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;===================
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; lda #>(level_string+9)
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; sta STRINGH
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; lda #<(level_string+9)
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; sta STRINGL
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; lda #0
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; sta BCD_BYTEH
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; lda LEVEL
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; sta BCD_BYTE
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; jsr print_bcd_byte
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;======================
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; Print level on screen
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;======================
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@ -664,11 +641,6 @@ prepare_for_boss:
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; HANDLE BONUSES
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;===============
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; Set text mode
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; jsr set_page0_text
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; jsr HOME
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; Print "BONUS POINTS"
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; lda #>bonus_string
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@ -804,29 +776,22 @@ setup_enemy_defaults:
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inc ENEMIES_SPAWNED
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inc TOTAL_ENEMIES_OUT
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; lda #$1
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; sta (ENEMY_PL),Y ; enemy[i].out=1
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jsr activate_sprite
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jsr activate_sprite ; enemy[i].out=1
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; lda #$0
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; iny ; exploding
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; sta (ENEMY_PL),Y ; enemy[i].exploding=0
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; iny ; kind
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lda CURRENT_ENEMY_KIND ; if kind <0 then random
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bpl store_enemy_kind
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; lda CURRENT_ENEMY_KIND ; if kind <0 then random
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; bpl store_enemy_kind
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; jsr random_number
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; and #$38
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; jmp store_enemy_kind
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jsr random_number
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and #$8
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store_enemy_kind:
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; sta (ENEMY_PL),Y
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lda #$60 ; temp use missile
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clc
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adc #$60 ; Use pal2 enemies for now
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sta $282 ; $200 + $20*4 + 2
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; Xxxxxxxxx yyyyyyy cccccccc vhoo pppN
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